Evaluation of Program Goals and Outcomes for (S) tudents and (T) eachers
1) increase the opportunity of students to participate in technology rich learning activities that develop creative and innovative thinking( specifically target the NET-S standard (Creativity and Innovation).
S participate in a Virtual Community where they can
Complete CSI challenges designed to promote creativity and innovation
Challenges will include prompts, guidelines, virtual workshops, tutorials, and resources, and online mentoring
Post an e-portfolio link that includes the completed challenge artifact and documents the process of completing the challenge and identify elements of creative and innovative thinking
Participate in online discussion reflecting on the creativity and innovation cycle
S attend face to face events outside their school that provide opportunities to
Meet other student participants
Meet role models and mentors to support the development of their creativity and innovation skills and projects
Increase awareness of college and career opportunities as they relate to creativity and innovation
S participate in learning activities designed or assigned by their teachers that address the NET-S Standard of Creativity and Innovation
S increase technology skills as they learn new tools for completing CSI challenges
2) increase the TPCK (Technological, Pedagogical, and Content Knowledge) of educators necessary to explicitly address the standard of Creativity and Innovation in instructional design and address the NETS-T standard
T participate in professional development that furthers and understanding of the creavitity and innovation cycle
T experience the power of play
T participate in prompted and challenge based game design activities
T gain understanding of game play and game design as it enhances eduction
T participate in technology centered creativity learning commnity by
offering ideas, questions, and support to the community
contributing resources, strategies, models, learning activities
T collaborate in inquiry about the role of creativity and innovation in today’s learning environments with peers and experts in the field
T build an electronic portfolio or website sharing reflections and learning
T design and faciliate (Creativity and Innovation) challenge learning activities
T design assessment models for creativity and innovation
T identify pedagogical knowledge and instructional shifts which support the development of creativity and innovation
T gain fluency in the use of technology tools that support creativity and innovation
T build personal learning network of educators, community members, and experts to nurture continued growth in the area of creativity and innovation
T increase understanding of college and career opportunities related to creativity and innovation
T increase knowlege base about community events and organization that provide opportunities for school-community connections that support creativity and innovation
3) increase the research and information fluency of both teachers and students and understand its role in the cycle of creative and innovative thinking.
S & T increase research and information fluency as they
access Internet materials as resources to problem solving and completing CSI challenges
navigate a learning management system (MOODLE)
become aware of virtual learning opportunities to extend their learning outside of the classroom, including VTVLC courses and modules
access Internet materials to
increase Technology skills (tutorials and resources
expand their understanding of the Creativity and Innovation Cycle and Processes
locate resources that promote instructional design that foster the development of Creativity in students
conduct research and locate information to design creative solutions to problems
Measures of Success
Iif we are successful in our program goals, we will have the following as success indicators in place by the end of June 2011.
A replicable collection of learning challenges designed to promote creativity and innovation for middle school students, aligned to content standards, NETS-S
A virtual space for students and teachers to use to support participation in learning activities or modules that support development of creativity and innovation in middle school students
Documentation of student participation hours in Creativity Challenges, Virtual Community, and Face to Face Community Events that support Creativity and Innovation.
Assessment models (including e-portfolio models) calibrated with examples of product created from the learning challenges that address the Creativty and Innovation standards
An active network of educators, community members, and experts to support school-community partnerships to increase opportunities for student participation in creativity and innovation
Database of resources collected throughout this collective inquiry.
Replicable professional development materials and activities that supports increased understanding of creativity and innovation and its implication on pedagogy and instructional design
Trained educators that can offer professional development around the topic of developing creativity and innovation skills in the classroom
A teacher-created ‘teacher game institute” and “student summer camp” offering for Summer 2011 that incorporates the best practices and learnings from this project.
Self Reported increase in technology skills by both teachers and students
Ability by both teachers and students to identify the creativity cycle in reflection on providing a solution to a challenge using information from online research